//=============================================================================
// Yanfly Engine Plugins - Message Core
// YEP_MessageCore.js
//=============================================================================

var Imported = Imported || {};
Imported.YEP_MessageCore = true;

var Yanfly = Yanfly || {};
Yanfly.Message = Yanfly.Message || {};
Yanfly.Message.version = 1.19;

//=============================================================================
/*:
* @plugindesc v1.19 Adds more features to the Message Window to customized
* the way your messages appear and functions.
* @author Yanfly Engine Plugins
*
* @param ---General---
* @default
*
* @param Default Rows
* @parent ---General---
* @type number
* @min 0
* @desc This is default amount of rows the message box will have.
* Default: 4
* @default 4
*
* @param Default Width
* @parent ---General---
* @desc This is default width for the message box in pixels.
* Default: Graphics.boxWidth
* @default Graphics.boxWidth
*
* @param Face Indent
* @parent ---General---
* @desc If using a face graphic, this is how much text indents by.
* Default: Window_Base._faceWidth + 24
* @default Window_Base._faceWidth + 24
*
* @param Fast Forward Key
* @parent ---General---
* @desc This is the key used for fast forwarding.
* @default pagedown
*
* @param Enable Fast Forward
* @parent ---General---
* @type boolean
* @on YES
* @off NO
* @desc Enable fast forward button for your messages by default?
* NO - false     YES - true
* @default true
*
* @param Word Wrapping
* @parent ---General---
* @type boolean
* @on YES
* @off NO
* @desc Use this to enable or disable word wrapping by default.
* OFF - false     ON - true
* @default false
*
* @param Description Wrap
* @parent ---General---
* @type boolean
* @on YES
* @off NO
* @desc Enable or disable word wrapping for descriptions.
* OFF - false     ON - true
* @default false
*
* @param Word Wrap Space
* @parent ---General---
* @type boolean
* @on YES
* @off NO
* @desc Insert a space with manual line breaks?
* NO - false     YES - true
* @default false
*
* @param Tight Wrap
* @parent ---General---
* @type boolean
* @on YES
* @off NO
* @desc If true and using a face for the message, the message will
* wrap tighter. NO - false     YES - true
* @default false
*
* @param ---Font---
* @default
*
* @param Font Name
* @parent ---Font---
* @desc This is the default font used for the Message Window.
* Default: GameFont
* @default GameFont
*
* @param Font Name CH
* @parent ---Font---
* @desc This is the default font used for the Message Window for Chinese.
* Default: SimHei, Heiti TC, sans-serif
* @default SimHei, Heiti TC, sans-serif
*
* @param Font Name KR
* @parent ---Font---
* @desc This is the default font used for the Message Window for Korean.
* Default: Dotum, AppleGothic, sans-serif
* @default Dotum, AppleGothic, sans-serif
*
* @param Font Size
* @parent ---Font---
* @type number
* @min 1
* @desc This is the default font size used for the Message Window.
* Default: 28
* @default 28
*
* @param Font Size Change
* @parent ---Font---
* @type number
* @min 1
* @desc Whenever \{ and \} are used, they adjust by this value.
* Default: 12
* @default 12
*
* @param Font Changed Max
* @parent ---Font---
* @type number
* @min 1
* @desc This is the maximum size achieved by \{.
* Default: 96
* @default 96
*
* @param Font Changed Min
* @parent ---Font---
* @type number
* @min 1
* @desc This is the minimum size achieved by \{.
* Default: 12
* @default 12
*
* @param Font Outline
* @parent ---Font---
* @type number
* @min 0
* @desc This is the default font outline width for messages.
* Default: 4
* @default 4
*
* @param Maintain Font
* @parent ---Font---
* @type boolean
* @on YES
* @off NO
* @desc When changing the font name or size, maintain for following
* messages. NO - false     YES - true
* @default false
*
* @param ---Name Box---
* @default
*
* @param Name Box Buffer X
* @parent ---Name Box---
* @type number
* @desc This is the buffer for the x location of the Name Box.
* @default -28
*
* @param Name Box Buffer Y
* @parent ---Name Box---
* @type number
* @desc This is the buffer for the y location of the Name Box.
* @default 0
*
* @param Name Box Padding
* @parent ---Name Box---
* @desc This is the value for the padding of the Name Box.
* @default this.standardPadding() * 4
*
* @param Name Box Color
* @parent ---Name Box---
* @type number
* @min 0
* @max 31
* @desc This is the text color used for the Name Box.
* @default 0
*
* @param Dark Name Box Color
* @parent ---Name Box---
* @type number
* @min 0
* @max 31
* @desc This is the text color used for the Dark Name Box.
* @default 0
*
* @param Name Box Clear
* @parent ---Name Box---
* @type boolean
* @on YES
* @off NO
* @desc Do you wish for the Name Box window to be clear?
* NO - false     YES - true
* @default false
*
* @param Name Box Added Text
* @parent ---Name Box---
* @desc This text is always added whenever the name box is used.
* This can be used to automatically set up colors.
* @default \c[6]
*
* @param Name Box Auto Close
* @parent ---Name Box---
* @type boolean
* @on YES
* @off NO
* @desc Close the message window each time the namebox displays a
* different name? YES - true     NO - false
* @default false
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* While RPG Maker MV Ace certainly improved the message system a whole lot, it
* wouldn't hurt to add in a few more features, such as name windows,
* converting textcodes to write out the icons and/or names of items, weapons,
* armours, and* more in quicker fashion. This script also gives the developer
* the ability to adjust the size of the message window during the game, give
* it a separate font, and to give the player a text fast-forward feature.
*
* ============================================================================
* Word Wrapping
* ============================================================================
*
* Word wrapping is now possible through the message system. You can enable and
* disable Word wrap using Plugin Commands. While using word wrap, if the word
* is to extend past the message window's area, it will automatically go to the
* following line. That said, word wrap will disable the editor's line breaks
* and will require you to use the ones provided by the plugin:
*
* <br> or <line break> is text code to apply a line break. Use this before or
* after a part in which you wish to start a new line.
*
* Keep in mind word wrapping is mostly for message windows. However, in other
* places that you'd like to see word wrapping, such as item descriptions,
* insert <WordWrap> at the beginning of the text to enable it.
*
* ============================================================================
* Text Codes
* ============================================================================
*
* By using certain text codes in your messages, you can have the game replace
* them with the following:
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Text Code   Function
*   \V[n]       Replaced by the value of the nth variable.
*   \N[n]       Replaced by the name of the nth actor.
*   \P[n]       Replaced by the name of the nth party member.
*   \G          Replaced by the currency unit.
*   \C[n]       Draw the subsequent text in the nth color.
*   \I[n]       Draw the nth icon.
*   \{          Increases the text size by one step.
*   \}          Decreases the text size by one step.
*   \\          Replaced with the backslash character.
*   \$          Opens the gold window.
*   \.          Waits 1/4th seconds.
*   \|          Waits 1 second.
*   \!          Waits for button input.
*   \>          Display remaining text on same line all at once.
*   \<          Cancel the effect that displays text all at once.
*   \^          Do not wait for input after displaying text.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
*  Wait:       Effect:
*    \w[x]     - Waits x frames (60 frames = 1 second). Message window only.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
*  NameWindow: Effect:
*    \n<x>     - Creates a name box with x string. Left side. *Note
*    \nc<x>    - Creates a name box with x string. Centered. *Note
*    \nr<x>    - Creates a name box with x string. Right side. *Note
*
*              *Note: Works for message window only.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
*  Line Break  Effect:
*    <br>      - If using word wrap mode, this will cause a line break.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
*  Position:   Effect:
*    \px[x]    - Sets x position of text to x.
*    \py[x]    - Sets y position of text to y.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
*  Outline:    Effect:
*   \oc[x]    - Sets outline colour to x.
*   \ow[x]    - Sets outline width to x.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
*  Font:       Effect:
*    \fr       - Resets all font changes.
*    \fs[x]    - Changes font size to x.
*    \fn<x>    - Changes font name to x.
*    \fb       - Toggles font boldness.
*    \fi       - Toggles font italic.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
*  Actor:      Effect:
*    \af[x]    - Shows face of actor x. *Note
*    \ac[x]    - Writes out actor's class name.
*    \an[x]    - Writes out actor's nickname.
*
*              *Note: Works for message window only.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
*  Party:      Effect:
*    \pf[x]    - Shows face of party member x. *Note
*    \pc[x]    - Writes out party member x's class name.
*    \pn[x]    - Writes out party member x's nickname.
*
*              *Note: Works for message window only.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
*  Names:      Effect:
*    \nc[x]    - Writes out class x's name.
*    \ni[x]    - Writes out item x's name.
*    \nw[x]    - Writes out weapon x's name.
*    \na[x]    - Writes out armour x's name.
*    \ns[x]    - Writes out skill x's name.
*    \nt[x]    - Writes out state x's name.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
*  Icon Names: Effect:
*    \ii[x]    - Writes out item x's name including icon.
*    \iw[x]    - Writes out weapon x's name including icon.
*    \ia[x]    - Writes out armour x's name including icon.
*    \is[x]    - Writes out skill x's name including icon.
*    \it[x]    - Writes out state x's name including icon.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* And those are the text codes added with this script. Keep in mind that some
* of these text codes only work for the Message Window. Otherwise, they'll
* work for help descriptions, actor biographies, and others.
*
* ============================================================================
* Plugin Commands
* ============================================================================
*
* The following are some plugin commands you can use through the Event Editor
* to change various aspects about the Message system.
*
* Plugin Comand
*   MessageRows 6
*   - Changes the Message Rows displayed to 6. If you are using continuous
*   Show Text events, this will continue displaying the following lines's
*   texts until it hits the row limit. Anything after that is cut off until
*   the next message starts to avoid accidental overlap.
*
*   MessageWidth 400
*   - Changes the Message Window Width to 400 pixels. This will cut off any
*   words that are shown too far to the right so adjust accordingly!
*
*   EnableWordWrap
*   - Enables wordwrapping. If a word extends past the window size, it will
*   automatically move onto the next line. Keep in mind, you will need to use
*   \br to perform line breaks.
*
*   DisableWordWrap
*   - This disables wordwrapping. Line breaks will be automatic at points
*   where a new line is started in the editor.
*
*   EnableFastForward
*   - Enables Fast Forward key from working with messages.
*
*   DisableFastForward
*   - Disables Fast Forward key from working with messages.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.19:
* - Updated for RPG Maker MV version 1.5.0.
*
* Version 1.18:
* - Added new plugin parameters: 'Font Name CH' and 'Font Name KR'.
*
* Version 1.17:
* - Compatibility update with Message Macros for 'Name Box Auto Close' option.
*
* Version 1.16:
* - Added 'Tight Wrap' plugin parameter as a word wrap option to make the
* word wrap tighter when using faces.
*
* Version 1.15:
* - Added a failsafe where if the name box window would be off the screen, it
* will automatically reposition itself to under the main message window.
*
* Version 1.14:
* - Added 'Name Box Close' plugin parameter. If this is enabled, the message
* window will check for the Name Window speaker each time a follow up message
* occurs. If the name in the currently Name Window matches the name in the
* following Name Window, the message window will remain open. If it doesn't,
* the Name Window will close and reopen to indicate a new speaker.
*
* Version 1.13:
* - Added 'Maintain Font' plugin parameter under the Font category. This will
* allow you to use text codes \fn<x> and \fs[x] to permanently change the font
* of your messages until you use it again. \fr will reset them to the plugin's
* default parameter settings.
*
* Version 1.12:
* - 'Word Wrap Space' parameter no longer leaves a space at the beginning of
* each message.
*
* Version 1.11:
* - Added 'Font Outline' parameter for the plugin parameters. This adjusts the
* font outline width used by default for only message fonts.
*
* Version 1.10:
* - Updated the Message Row system for Extended Message Pack 1's Autosizing
* feature to work with extended heights.
*
* Version 1.09:
* - Replaced 'Fast Forward' parameter with the 'Fast Forward Key' parameter
* and 'Enable Fast Forward' parameter. Two new Plugin Commands are added. They
* are 'EnableFastForward' and 'DisableFastForward' for control over when fast
* forwarding is allowed as to not cause timed cutscenes to desynch.
*
* Version 1.08:
* - Fixed a bug regarding Input Number positioning when the Message Window's
* position was middle.
*
* Version 1.07:
* - Added 'Word Wrap Space' for word wrap users. This parameter will leave a
* space behind for those who want a space left behind.
*
* Version 1.06:
* - Fixed a bug that would cause masking problems with mobile devices.
*
* Version 1.05:
* - Fixed a bug that would cause the namebox window to appear distorted.
*
* Version 1.04:
* - Fixed a bug that captured too many text codes with the namebox window.
* - Timed Name Window's closing speed with main window's closing speed.
*
* Verison 1.03:
* - Fixed a bug with textcodes that messed up wordwrapping.
* - Fixed a bug with font reset, italic, and bold textcodes.
*
* Version 1.02:
* - Namebox Window's overlap feature that's in every MV window is now disabled
* to allow for overlapping with main message window.
* - Updated window positioning for Branch Choices, Number Input, and Item
* Selection windows.
*
* Version 1.01:
* - Added 'Description Wrap' into the parameters to allow for all item
* descriptions to be automatically processed with word wrapping.
*
* Version 1.00:
* - Finished plugin!
*/
//=============================================================================

//=============================================================================
// Parameter Variables
//=============================================================================

Yanfly.Parameters = PluginManager.parameters('YEP_MessageCore');
Yanfly.Param = Yanfly.Param || {};

Yanfly.Param.MSGDefaultRows = String(Yanfly.Parameters['Default Rows']);
Yanfly.Param.MSGDefaultWidth = String(Yanfly.Parameters['Default Width']);
Yanfly.Param.MSGFaceIndent = String(Yanfly.Parameters['Face Indent']);
Yanfly.Param.MSGFastForwardKey = String(Yanfly.Parameters['Fast Forward Key']);
Yanfly.Param.MSGFFOn = eval(String(Yanfly.Parameters['Enable Fast Forward']));
Yanfly.Param.MSGWordWrap = String(Yanfly.Parameters['Word Wrapping']);
Yanfly.Param.MSGWordWrap = eval(Yanfly.Param.MSGWordWrap);
Yanfly.Param.MSGDescWrap = String(Yanfly.Parameters['Description Wrap']);
Yanfly.Param.MSGWrapSpace = eval(String(Yanfly.Parameters['Word Wrap Space']));
Yanfly.Param.MSGTightWrap = eval(String(Yanfly.Parameters['Tight Wrap']));

Yanfly.Param.MSGFontName = String(Yanfly.Parameters['Font Name']);
Yanfly.Param.MSGCNFontName = String(Yanfly.Parameters['Font Name CH']);
Yanfly.Param.MSGKRFontName = String(Yanfly.Parameters['Font Name KR']);
Yanfly.Param.MSGFontSize = Number(Yanfly.Parameters['Font Size']);
Yanfly.Param.MSGFontSizeChange = String(Yanfly.Parameters['Font Size Change']);
Yanfly.Param.MSGFontChangeMax = String(Yanfly.Parameters['Font Changed Max']);
Yanfly.Param.MSGFontChangeMin = String(Yanfly.Parameters['Font Changed Min']);
Yanfly.Param.MSGFontOutline = Number(Yanfly.Parameters['Font Outline']) || 4;
Yanfly.Param.MSGFontMaintain = eval(String(Yanfly.Parameters['Maintain Font']));

Yanfly.Param.MSGNameBoxBufferX = String(Yanfly.Parameters['Name Box Buffer X']);
Yanfly.Param.MSGNameBoxBufferY = String(Yanfly.Parameters['Name Box Buffer Y']);
Yanfly.Param.MSGNameBoxPadding = String(Yanfly.Parameters['Name Box Padding']);
Yanfly.Param.MSGNameBoxColor = Number(Yanfly.Parameters['Name Box Color']);
Yanfly.Param.MSGDarkNameBoxColor = Number(Yanfly.Parameters['Dark Name Box Color']);
Yanfly.Param.MSGNameBoxClear = String(Yanfly.Parameters['Name Box Clear']);
Yanfly.Param.MSGNameBoxText = String(Yanfly.Parameters['Name Box Added Text']);
Yanfly.Param.MSGNameBoxClose = String(Yanfly.Parameters['Name Box Auto Close']);
Yanfly.Param.MSGNameBoxClose = eval(Yanfly.Param.MSGNameBoxClose);

//=============================================================================
// Bitmap
//=============================================================================

Yanfly.Message.Bitmap_initialize = Bitmap.prototype.initialize;
Bitmap.prototype.initialize = function (width, height) {
  Yanfly.Message.Bitmap_initialize.call(this, width, height);
  this.fontBold = false;
};

Yanfly.Message.Bitmap_makeFontNameText = Bitmap.prototype._makeFontNameText;
Bitmap.prototype._makeFontNameText = function () {
  if (this.fontBold) return 'Bold ' + this.fontSize + 'px ' + this.fontFace;
  return Yanfly.Message.Bitmap_makeFontNameText.call(this);
};

//=============================================================================
// Game_System
//=============================================================================

Yanfly.Message.Game_System_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function () {
  Yanfly.Message.Game_System_initialize.call(this);
  this.initMessageSystem();
  this.initMessageFontSettings();
};

Game_System.prototype.initMessageSystem = function () {
  this._wordWrap = Yanfly.Param.MSGWordWrap;
  this._fastForward = Yanfly.Param.MSGFFOn;
};

Game_System.prototype.initMessageFontSettings = function () {
  // if ($dataSystem.locale.match(/^zh/)) {
  //   this._msgFontName = Yanfly.Param.MSGCNFontName;
  // } else if ($dataSystem.locale.match(/^ko/)) {
  //   this._msgFontName = Yanfly.Param.MSGKRFontName;
  // } else {
  //   this._msgFontName = Yanfly.Param.MSGFontName;
  // }

  this._msgFontName = Yanfly.Param.MSGCNFontName;// 无论如何都使用中文（适配本项目）
  this._msgFontSize = Yanfly.Param.MSGFontSize;
  this._msgFontOutline = Yanfly.Param.MSGFontOutline;
};

Game_System.prototype.messageRows = function () {
  var rows = eval(this._messageRows) || eval(Yanfly.Param.MSGDefaultRows);
  return Math.max(1, Number(rows));
};

Game_System.prototype.messageWidth = function () {
  return eval(this._messageWidth) || eval(Yanfly.Param.MSGDefaultWidth);
};

Game_System.prototype.wordWrap = function () {
  if (this._wordWrap === undefined) this.initMessageSystem();
  return this._wordWrap;
};

Game_System.prototype.setWordWrap = function (state) {
  if (this._wordWrap === undefined) this.initMessageSystem();
  this._wordWrap = state;
};

Game_System.prototype.isFastFowardEnabled = function () {
  if (this._fastForward === undefined) this.initMessageSystem();
  return this._fastForward;
};

Game_System.prototype.setFastFoward = function (state) {
  if (this._fastForward === undefined) this.initMessageSystem();
  this._fastForward = state;
};

Game_System.prototype.getMessageFontName = function () {
  if (this._msgFontName === undefined) this.initMessageFontSettings();
  return this._msgFontName;
};

Game_System.prototype.setMessageFontName = function (value) {
  if (this._msgFontName === undefined) this.initMessageFontSettings();
  this._msgFontName = value;
};

Game_System.prototype.getMessageFontSize = function () {
  if (this._msgFontSize === undefined) this.initMessageFontSettings();
  return this._msgFontSize;
};

Game_System.prototype.setMessageFontSize = function (value) {
  if (this._msgFontSize === undefined) this.initMessageFontSettings();
  this._msgFontSize = value;
};

Game_System.prototype.getMessageFontOutline = function () {
  if (this._msgFontOutline === undefined) this.initMessageFontSettings();
  return this._msgFontOutline;
};

Game_System.prototype.setMessageFontOutline = function (value) {
  if (this._msgFontOutline === undefined) this.initMessageFontSettings();
  this._msgFontOutline = value;
};

//=============================================================================
// Game_Message
//=============================================================================

Game_Message.prototype.addText = function (text) {
  if ($gameSystem.wordWrap()) text = '<WordWrap>' + text;
  this.add(text);
};

//=============================================================================
// Game_Interpreter
//=============================================================================

Yanfly.Message.Game_Interpreter_pluginCommand =
  Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (command, args) {
  Yanfly.Message.Game_Interpreter_pluginCommand.call(this, command, args);
  if (command === 'MessageRows') $gameSystem._messageRows = args[0];
  if (command === 'MessageWidth') $gameSystem._messageWidth = args[0];
  if (command === 'EnableWordWrap') $gameSystem.setWordWrap(true);
  if (command === 'DisableWordWrap') $gameSystem.setWordWrap(false);
  if (command === 'EnableFastForward') $gameSystem.setFastFoward(true);
  if (command === 'DisableFastForward') $gameSystem.setFastFoward(false);
};

Game_Interpreter.prototype.command101 = function () {
  if (!$gameMessage.isBusy()) {
    $gameMessage.setFaceImage(this._params[0], this._params[1]);
    $gameMessage.setBackground(this._params[2]);
    $gameMessage.setPositionType(this._params[3]);
    while (this.isContinueMessageString()) {
      this._index++;
      if (this._list[this._index].code === 401) {
        $gameMessage.addText(this.currentCommand().parameters[0]);
      }
      if ($gameMessage._texts.length >= $gameSystem.messageRows()) break;
    }
    switch (this.nextEventCode()) {
      case 102:
        this._index++;
        this.setupChoices(this.currentCommand().parameters);
        break;
      case 103:
        this._index++;
        this.setupNumInput(this.currentCommand().parameters);
        break;
      case 104:
        this._index++;
        this.setupItemChoice(this.currentCommand().parameters);
        break;
    }
    this._index++;
    this.setWaitMode('message');
  }
  return false;
};

Game_Interpreter.prototype.isContinueMessageString = function () {
  if (this.nextEventCode() === 101 && $gameSystem.messageRows() > 4) {
    return true;
  } else {
    return this.nextEventCode() === 401;
  }
};

//=============================================================================
// Window_Base
//=============================================================================

Yanfly.Message.Window_Base_resetFontSettings =
  Window_Base.prototype.resetFontSettings;
Window_Base.prototype.resetFontSettings = function () {
  Yanfly.Message.Window_Base_resetFontSettings.call(this);
  this.contents.fontBold = false;
  this.contents.fontItalic = false;
  this.contents.outlineColor = 'rgba(0, 0, 0, 0.5)';
  this.contents.outlineWidth = $gameSystem.getMessageFontOutline();
};

Window_Base.prototype.textWidthEx = function (text) {
  return this.drawTextEx(text, 0, this.contents.height + this.lineHeight());
};

Yanfly.Message.Window_Base_convertEscapeCharacters =
  Window_Base.prototype.convertEscapeCharacters;
Window_Base.prototype.convertEscapeCharacters = function (text) {
  text = this.setWordWrap(text);
  text = Yanfly.Message.Window_Base_convertEscapeCharacters.call(this, text);
  text = this.convertExtraEscapeCharacters(text);
  return text;
};

Window_Base.prototype.setWordWrap = function (text) {
  this._wordWrap = false;
  if (text.match(/<(?:WordWrap)>/i)) {
    this._wordWrap = true;
    text = text.replace(/<(?:WordWrap)>/gi, '');
  }
  if (this._wordWrap) {
    var replace = Yanfly.Param.MSGWrapSpace ? ' ' : '';
    text = text.replace(/[\n\r]+/g, replace);
  }
  if (this._wordWrap) {
    text = text.replace(/<(?:BR|line break)>/gi, '\n');
  } else {
    text = text.replace(/<(?:BR|line break)>/gi, '');
  }
  return text;
};

Window_Base.prototype.convertExtraEscapeCharacters = function (text) {
  // Font Codes
  text = text.replace(/\x1bFR/gi, '\x1bMSGCORE[0]');
  text = text.replace(/\x1bFB/gi, '\x1bMSGCORE[1]');
  text = text.replace(/\x1bFI/gi, '\x1bMSGCORE[2]');
  // \AC[n]
  text = text.replace(/\x1bAC\[(\d+)\]/gi, function () {
    return this.actorClassName(parseInt(arguments[1]));
  }.bind(this));
  // \AN[n]
  text = text.replace(/\x1bAN\[(\d+)\]/gi, function () {
    return this.actorNickname(parseInt(arguments[1]));
  }.bind(this));
  // \PC[n]
  text = text.replace(/\x1bPC\[(\d+)\]/gi, function () {
    return this.partyClassName(parseInt(arguments[1]));
  }.bind(this));
  // \PN[n]
  text = text.replace(/\x1bPN\[(\d+)\]/gi, function () {
    return this.partyNickname(parseInt(arguments[1]));
  }.bind(this));
  // \NC[n]
  text = text.replace(/\x1bNC\[(\d+)\]/gi, function () {
    return $dataClasses[parseInt(arguments[1])].name;
  }.bind(this));
  // \NI[n]
  text = text.replace(/\x1bNI\[(\d+)\]/gi, function () {
    return $dataItems[parseInt(arguments[1])].name;
  }.bind(this));
  // \NW[n]
  text = text.replace(/\x1bNW\[(\d+)\]/gi, function () {
    return $dataWeapons[parseInt(arguments[1])].name;
  }.bind(this));
  // \NA[n]
  text = text.replace(/\x1bNA\[(\d+)\]/gi, function () {
    return $dataArmors[parseInt(arguments[1])].name;
  }.bind(this));
  // \NE[n]
  text = text.replace(/\x1bNE\[(\d+)\]/gi, function () {
    return $dataEnemies[parseInt(arguments[1])].name;
  }.bind(this));
  // \NS[n]
  text = text.replace(/\x1bNS\[(\d+)\]/gi, function () {
    return $dataSkills[parseInt(arguments[1])].name;
  }.bind(this));
  // \NT[n]
  text = text.replace(/\x1bNT\[(\d+)\]/gi, function () {
    return $dataStates[parseInt(arguments[1])].name;
  }.bind(this));
  // \II[n]
  text = text.replace(/\x1bII\[(\d+)\]/gi, function () {
    return this.escapeIconItem(arguments[1], $dataItems);
  }.bind(this));
  // \IW[n]
  text = text.replace(/\x1bIW\[(\d+)\]/gi, function () {
    return this.escapeIconItem(arguments[1], $dataWeapons);
  }.bind(this));
  // \IA[n]
  text = text.replace(/\x1bIA\[(\d+)\]/gi, function () {
    return this.escapeIconItem(arguments[1], $dataArmors);
  }.bind(this));
  // \IS[n]
  text = text.replace(/\x1bIS\[(\d+)\]/gi, function () {
    return this.escapeIconItem(arguments[1], $dataSkills);
  }.bind(this));
  // \IT[n]
  text = text.replace(/\x1bIT\[(\d+)\]/gi, function () {
    return this.escapeIconItem(arguments[1], $dataStates);
  }.bind(this));
  // Finish
  return text;
};

Window_Base.prototype.actorClassName = function (n) {
  var actor = n >= 1 ? $gameActors.actor(n) : null;
  return actor ? actor.currentClass().name : '';
};

Window_Base.prototype.actorNickname = function (n) {
  var actor = n >= 1 ? $gameActors.actor(n) : null;
  return actor ? actor.nickname() : '';
};

Window_Base.prototype.partyClassName = function (n) {
  var actor = n >= 1 ? $gameParty.members()[n - 1] : null;
  return actor ? actor.currentClass().name : '';
};

Window_Base.prototype.partyNickname = function (n) {
  var actor = n >= 1 ? $gameParty.members()[n - 1] : null;
  return actor ? actor.nickname() : '';
};

Window_Base.prototype.escapeIconItem = function (n, database) {
  return '\x1bI[' + database[n].iconIndex + ']' + database[n].name;
};

Window_Base.prototype.obtainEscapeString = function (textState) {
  var arr = /^\<(.*?)\>/.exec(textState.text.slice(textState.index));
  if (arr) {
    textState.index += arr[0].length;
    return String(arr[0].slice(1, arr[0].length - 1));
  } else {
    return '';
  }
};

Yanfly.Message.Window_Base_processEscapeCharacter =
  Window_Base.prototype.processEscapeCharacter;
Window_Base.prototype.processEscapeCharacter = function (code, textState) {
  switch (code) {
    case 'MSGCORE':
      var id = this.obtainEscapeParam(textState);
      if (id === 0) {
        $gameSystem.initMessageFontSettings();
        this.resetFontSettings();
      }
      if (id === 1) this.contents.fontBold = !this.contents.fontBold;
      if (id === 2) this.contents.fontItalic = !this.contents.fontItalic;
      break;
    case 'FS':
      var size = this.obtainEscapeParam(textState);
      this.contents.fontSize = size;
      if (Yanfly.Param.MSGFontMaintain) $gameSystem.setMessageFontSize(size);
      break;
    case 'FN':
      var name = this.obtainEscapeString(textState);
      this.contents.fontFace = name;
      if (Yanfly.Param.MSGFontMaintain) $gameSystem.setMessageFontName(name);
      break;
    case 'OC':
      var id = this.obtainEscapeParam(textState);
      this.contents.outlineColor = this.textColor(id);
      break;
    case 'OW':
      this.contents.outlineWidth = this.obtainEscapeParam(textState);
      break;
    case 'PX':
      textState.x = this.obtainEscapeParam(textState);
      break;
    case 'PY':
      textState.y = this.obtainEscapeParam(textState);
      break;
    default:
      Yanfly.Message.Window_Base_processEscapeCharacter.call(this,
        code, textState);
      break;
  }
};

Window_Base.prototype.makeFontBigger = function () {
  var size = this.contents.fontSize + eval(Yanfly.Param.MSGFontSizeChange);
  this.contents.fontSize = Math.min(size, Yanfly.Param.MSGFontChangeMax);
};

Window_Base.prototype.makeFontSmaller = function () {
  var size = this.contents.fontSize - eval(Yanfly.Param.MSGFontSizeChange);
  this.contents.fontSize = Math.max(size, Yanfly.Param.MSGFontChangeMin);
};

Yanfly.Message.Window_Base_processNormalCharacter =
  Window_Base.prototype.processNormalCharacter;
Window_Base.prototype.processNormalCharacter = function (textState) {
  if (this.checkWordWrap(textState)) return this.processNewLine(textState);
  Yanfly.Message.Window_Base_processNormalCharacter.call(this, textState);
};

Window_Base.prototype.checkWordWrap = function (textState) {
  if (!textState) return false;
  if (!this._wordWrap) return false;
  if (textState.text[textState.index] === ' ') {
    var nextSpace = textState.text.indexOf(' ', textState.index + 1);
    var nextBreak = textState.text.indexOf('\n', textState.index + 1);
    if (nextSpace < 0) nextSpace = textState.text.length + 1;
    if (nextBreak > 0) nextSpace = Math.min(nextSpace, nextBreak);
    var word = textState.text.substring(textState.index, nextSpace);
    var size = this.textWidthExCheck(word);
  }
  return (size + textState.x > this.wordwrapWidth());
};

Window_Base.prototype.wordwrapWidth = function () {
  return this.contents.width;
};

Window_Base.prototype.saveCurrentWindowSettings = function () {
  this._saveFontFace = this.contents.fontFace;
  this._saveFontSize = this.contents.fontSize;
  this._savetextColor = this.contents.textColor;
  this._saveFontBold = this.contents.fontBold;
  this._saveFontItalic = this.contents.fontItalic;
  this._saveOutlineColor = this.contents.outlineColor;
  this._saveOutlineWidth = this.contents.outlineWidth;
};

Window_Base.prototype.restoreCurrentWindowSettings = function () {
  this.contents.fontFace = this._saveFontFace;
  this.contents.fontSize = this._saveFontSize;
  this.contents.textColor = this._savetextColor;
  this.contents.fontBold = this._saveFontBold;
  this.contents.fontItalic = this._saveFontItalic;
  this.contents.outlineColor = this._saveOutlineColor;
  this.contents.outlineWidth = this._saveOutlineWidth;
};

Window_Base.prototype.clearCurrentWindowSettings = function () {
  this._saveFontFace = undefined;
  this._saveFontSize = undefined;
  this._savetextColor = undefined;
  this._saveFontBold = undefined;
  this._saveFontItalic = undefined;
  this._saveOutlineColor = undefined;
  this._saveOutlineWidth = undefined;
};

Window_Base.prototype.textWidthExCheck = function (text) {
  var setting = this._wordWrap;
  this._wordWrap = false;
  this.saveCurrentWindowSettings();
  this._checkWordWrapMode = true;
  var value = this.drawTextEx(text, 0, this.contents.height);
  this._checkWordWrapMode = false;
  this.restoreCurrentWindowSettings();
  this.clearCurrentWindowSettings();
  this._wordWrap = setting;
  return value;
};

//=============================================================================
// Window_Help
//=============================================================================

Yanfly.Message.Window_Help_setItem = Window_Help.prototype.setItem;
Window_Help.prototype.setItem = function (item) {
  if (eval(Yanfly.Param.MSGDescWrap)) {
    this.setText(item ? '<WordWrap>' + item.description : '');
  } else {
    Yanfly.Message.Window_Help_setItem.call(this, item);
  }
};

//=============================================================================
// Window_ChoiceList
//=============================================================================

Window_ChoiceList.prototype.standardFontFace = function () {
  return $gameSystem.getMessageFontName();
};

Window_ChoiceList.prototype.standardFontSize = function () {
  return $gameSystem.getMessageFontSize();
};

Yanfly.Message.Window_ChoiceList_updatePlacement =
  Window_ChoiceList.prototype.updatePlacement;
Window_ChoiceList.prototype.updatePlacement = function () {
  Yanfly.Message.Window_ChoiceList_updatePlacement.call(this);
  var messagePosType = $gameMessage.positionType();
  if (messagePosType === 0) {
    this.y = this._messageWindow.height;
  } else if (messagePosType === 2) {
    this.y = Graphics.boxHeight - this._messageWindow.height - this.height;
  }
};

//=============================================================================
// Window_NumberInput
//=============================================================================

Yanfly.Message.Window_NumberInput_updatePlacement =
  Window_NumberInput.prototype.updatePlacement;
Window_NumberInput.prototype.updatePlacement = function () {
  Yanfly.Message.Window_NumberInput_updatePlacement.call(this);
  var messageY = this._messageWindow.y;
  var messagePosType = $gameMessage.positionType();
  if (messagePosType === 0) {
    this.y = this._messageWindow.height;
  } else if (messagePosType === 1) {
    if (messageY >= Graphics.boxHeight / 2) {
      this.y = messageY - this.height;
    } else {
      this.y = messageY + this._messageWindow.height;
    }
  } else if (messagePosType === 2) {
    this.y = Graphics.boxHeight - this._messageWindow.height - this.height;
  }
};

//=============================================================================
// Window_EventItem
//=============================================================================

Yanfly.Message.Window_EventItem_updatePlacement =
  Window_EventItem.prototype.updatePlacement;
Window_EventItem.prototype.updatePlacement = function () {
  Yanfly.Message.Window_EventItem_updatePlacement.call(this);
  var messagePosType = $gameMessage.positionType();
  if (messagePosType === 0) {
    this.y = Graphics.boxHeight - this.height;
  } else if (messagePosType === 2) {
    this.y = 0;
  }
};

//=============================================================================
// Window_ScrollText
//=============================================================================

Window_ScrollText.prototype.standardFontFace = function () {
  return $gameSystem.getMessageFontName();
};

Window_ScrollText.prototype.standardFontSize = function () {
  return $gameSystem.getMessageFontSize();
};

Window_ScrollText.prototype.normalColor = function () {
  return this.textColor(0);
};

//=============================================================================
// Window_NameBox
//=============================================================================

Yanfly.DisableWebGLMask = false;

function Window_NameBox() {
  this.initialize.apply(this, arguments);
}

Window_NameBox.prototype = Object.create(Window_Base.prototype);
Window_NameBox.prototype.constructor = Window_NameBox;

Window_NameBox.prototype.initialize = function (parentWindow) {
  this._parentWindow = parentWindow;
  Window_Base.prototype.initialize.call(this, 0, 0, 240, this.windowHeight());
  this._text = '';
  this._lastNameText = '';
  this._openness = 0;
  this._closeCounter = 0;
  this.deactivate();
  if (eval(Yanfly.Param.MSGNameBoxClear)) {
    this.backOpacity = 0;
    this.opacity = 0;
  }
  this.hide();
  this.windowskin = ImageManager.loadSystem('Window3'); //new window mua~
};

Window_NameBox.prototype.standardPadding = function () {
  return 6;
};

Window_NameBox.prototype.windowWidth = function () {
  this.resetFontSettings();
  var dw = this.textWidthEx(this._text);
  dw += this.padding * 2;
  var width = dw + eval(Yanfly.Param.MSGNameBoxPadding)
  return Math.ceil(width);
};

Window_NameBox.prototype.textWidthEx = function (text) {
  return this.drawTextEx(text, 0, this.contents.height);
};

Window_NameBox.prototype.calcNormalCharacter = function (textState) {
  return this.textWidth(textState.text[textState.index++]);
};

Window_NameBox.prototype.windowHeight = function () {
  return this.fittingHeight(1);
};

Window_NameBox.prototype.standardFontFace = function () {
  return $gameSystem.getMessageFontName();
};

Window_NameBox.prototype.standardFontSize = function () {
  return $gameSystem.getMessageFontSize();
};

Window_NameBox.prototype.updateBoxVisible = function (enable) {
  const nextBackgroundOpacity = enable ? 255 : 0;
  const nextOpacity = enable ? 255 : 0;

  if (this.backOpacity != nextBackgroundOpacity) {
    this.backOpacity = nextBackgroundOpacity
  }

  if (this.opacity != nextOpacity) {
    this.opacity = nextOpacity
  }
}

Window_NameBox.prototype.updateBoxY = function (enable) {
  const offsetY = enable ? 0 : 26;
  const offsetX = enable ? 0 : -27;

  let nextY = this._parentWindow.y;
  nextY -= this.height;
  nextY += offsetY;

  if (nextY != this.y) {
    this.y = nextY
  }

  const nextX = this.originX + offsetX
  if (nextX != this.x) {
    this.x = nextX;
  }
}

Window_NameBox.prototype.update = function () {
  Window_Base.prototype.update.call(this);

  const isSkinWindow = this._parentWindow && this._parentWindow._background === 0

  this.updateBoxVisible(isSkinWindow);
  this.updateBoxY(isSkinWindow);
  if (this.active) return;
  if (this.isClosed()) return;
  if (this.isClosing()) return;
  if (this._closeCounter-- > 0) return;

  if (this._parentWindow.isClosing()) {
    this._openness = this._parentWindow.openness;
  }
  this.hide();
  this.close();
};

Window_NameBox.prototype.normalColor = function () {
  this._background = $gameMessage.background();
  if (this._background === 1) return this.textColor(0);
  if (this._background === 0) return this.textColor(Yanfly.Param.ColorNormal);
  return this.textColor(Yanfly.Param.ColorNormal);
};

Window_NameBox.prototype.refresh = function (text, position) {
  this.show();
  this._lastNameText = text;
  this._text = Yanfly.Param.MSGNameBoxText + text;
  this._position = position;
  this.width = this.windowWidth();
  this.createContents();
  this.contents.clear();
  this.resetFontSettings();

  var padding = eval(Yanfly.Param.MSGNameBoxPadding) / 2;
  this.drawTextEx(this._text, padding, 0, this.contents.width);
  this._parentWindow.adjustWindowSettings();
  this._parentWindow.updatePlacement();
  this.adjustPositionX();
  this.adjustPositionY();
  this.open();
  this.activate();
  this._closeCounter = 4;
  return '';
};

Window_NameBox.prototype.changeFontColorFromWindowType = function () {
  //change font color
  const _backgroundType = $gameMessage._background;
  const colorCode = _backgroundType === 0 ? Yanfly.Param.MSGNameBoxColor : Yanfly.Param.MSGDarkNameBoxColor;
  this.changeTextColor(this.textColor(colorCode));
}

Window_NameBox.prototype.drawTextEx = function (text, x, y) {
  if (text) {
    this.resetFontSettings();

    this.changeFontColorFromWindowType();

    var textState = { index: 0, x: x, y: y, left: x };
    textState.text = this.convertEscapeCharacters(text);
    textState.height = this.calcTextHeight(textState, false);
    while (textState.index < textState.text.length) {
      this.processCharacter(textState);
    }
    return textState.x - x;
  } else {
    return 0;
  }
};

Window_NameBox.prototype.adjustPositionX = function () {
  if (this._position === 1) {
    this.x = this._parentWindow.x;
    this.x += eval(Yanfly.Param.MSGNameBoxBufferX);
  } else if (this._position === 2) {
    this.x = this._parentWindow.x;
    this.x += this._parentWindow.width * 3 / 10;
    this.x -= this.width / 2;
  } else if (this._position === 3) {
    this.x = this._parentWindow.x;
    this.x += this._parentWindow.width / 2;
    this.x -= this.width / 2;
  } else if (this._position === 4) {
    this.x = this._parentWindow.x;
    this.x += this._parentWindow.width * 7 / 10;
    this.x -= this.width / 2;
  } else {
    this.x = this._parentWindow.x + this._parentWindow.width;
    this.x -= this.width;
    this.x -= eval(Yanfly.Param.MSGNameBoxBufferX);
  }
  this.x = this.x.clamp(0, Graphics.boxWidth - this.width);
  this.originX = this.x;
};

Window_NameBox.prototype.adjustPositionY = function () {
  if ($gameMessage.positionType() === 0) {
    this.y = this._parentWindow.y + this._parentWindow.height;
    this.y -= eval(Yanfly.Param.MSGNameBoxBufferY);
  } else {
    this.y = this._parentWindow.y;
    this.y -= this.height;
    this.y += eval(Yanfly.Param.MSGNameBoxBufferY);
  }
  if (this.y < 0) {
    this.y = this._parentWindow.y + this._parentWindow.height;
    this.y -= eval(Yanfly.Param.MSGNameBoxBufferY);
  }
};

//=============================================================================
// Window_Message
//=============================================================================

Yanfly.Message.Window_Message_createSubWindows =
  Window_Message.prototype.createSubWindows;

Yanfly.Message.Window_Message_initialize = Window_Message.prototype.initialize;
Window_Message.prototype.initialize = function () {

  Yanfly.Message.Window_Message_initialize.call(this)
  this.usePictureWindowSkin()
};

Yanfly.Message.Window_Message_refreshContents = Window_Message.prototype._refreshContents
Window_Message.prototype._refreshContents = function () {
  if (this._background === 0) {
    const [x, y] = [47, 32]
    this._windowContentsSprite.move(x, y);
  } else {
    Yanfly.Message.Window_Message_refreshContents.call(this)
  }

}

Window_Message.prototype.updatePlacement = function () {
  this._positionType = $gameMessage.positionType();
  this.y = this._positionType * (Graphics.boxHeight - this.height) / 2;

  if (this.isUsePictureWindowSkin() && this._positionType === 2) {
    this.y -= this._pictureSkinOffsetY;
  }

  this._goldWindow.y = this.y > 0 ? 0 : Graphics.boxHeight - this._goldWindow.height;
};

Window_Message.prototype.isUsePictureWindowSkin = function () {
  return this._background === 0 && this._initedPictureWindowSkin
}

Window_Message.prototype.usePictureWindowSkin = function () {
  // 透明风格不使用
  if (this._background === 1) return;
  this._initedPictureWindowSkin = true;
  this._pictureSkinOffsetY = 20;

  // change skin
  this._dialogWindowFullSkin = new Sprite()
  this._dialogWindowFullSkin.x = -5
  this._dialogWindowFullSkin.y = -5
  this._dialogWindowFullSkin.bitmap = ImageManager.loadBitmap('img/system/UI/', 'Dialog')
  this._windowSpriteContainer.addChild(this._dialogWindowFullSkin)

  // change position
  const [width, height] = [776, 218];
  const x = (Graphics.boxWidth - width) / 2;
  this.move(x, 0, width, height)
}

Window_Message.prototype.createSubWindows = function () {
  Yanfly.Message.Window_Message_createSubWindows.call(this);
  this._nameWindow = new Window_NameBox(this);
  Yanfly.nameWindow = this._nameWindow;
  var scene = SceneManager._scene;
  scene.addChild(this._nameWindow);
};


Yanfly.Message.Window_Message_initMembers = Window_Message.prototype.initMembers;
Window_Message.prototype.initMembers = function () {
  Yanfly.Message.Window_Message_initMembers.call(this)
  this._outFaceReverse = false;
  this._outFaceX = -Window_Base._faceWidth;
  this._outFaceSprite = new Sprite();
  this._outFaceContent = new Bitmap(256, 256);

  this.addChild(this._outFaceSprite);
}


Window_Message.prototype.refresh = function () {
  this._outFaceContent.clear();
  if ($gameMessage._background === 0) {
    this.loadWindowskin();  //显示窗口时
  } else {
    this.windowskin = ImageManager.loadSystem('Window2'); //new window mua~ //黑色/隐藏窗口时
  }
}

Window_Base.prototype.normalColor = function () {
  this._background = $gameMessage.background();
  if (this._background === 1 || this._background === 2) return this.textColor(0)
  if (this._background === 0) return this.textColor(Yanfly.Param.ColorNormal);
  return this.textColor(Yanfly.Param.ColorNormal);
};

Window_Message.prototype.drawMessageFace = function () {
  this.drawOutterMessageFace($gameMessage.faceName(), $gameMessage.faceIndex(), 0, 0);
};

/**
 * 是否是单张脸图
 */
Window_Message.prototype.isSpecialFace = function (faceName) {
  return faceName.startsWith("#")
}

/**
 * 绘制头像
 * @param {*} faceName 
 * @param {*} faceIndex 
 * @param {*} x 
 * @param {*} y 
 * @param {*} width 
 * @param {*} height 
 */
Window_Message.prototype.drawOutterMessageFace = function (faceName, faceIndex, x, y, width, height) {

  width = width || Window_Base._faceWidth;
  height = height || Window_Base._faceHeight;


  const bitmap = ImageManager.loadFace(faceName);
  let pw = Window_Base._faceWidth;
  let ph = Window_Base._faceHeight;


  const isSpecialFace = this.isSpecialFace(faceName);

  // 如果是特殊头像使用单排高度（一行），否则使用1/2排高度（两行）
  if (isSpecialFace) {
    height = bitmap.height
    ph = bitmap.height
  } else {
    height = bitmap.height / 2
    ph = bitmap.height / 2
  }


  // 更新头像容器的大小
  this._outFaceContent.resize(this._outFaceContent.width, height)
  this._outFaceSprite.height = height;

  const sw = Math.min(width, pw);
  const sh = Math.min(height, ph);
  const dx = Math.floor(x + Math.max(width - pw, 0) / 2);
  const dy = Math.floor(y + Math.max(height - ph, 0) / 2);
  const sx = faceIndex % 4 * pw + (pw - sw) / 2;
  const sy = Math.floor(faceIndex / 4) * ph + (ph - sh) / 2;

  this._outFaceContent.blt(bitmap, sx, sy, sw, sh, dx, dy);
  this._outFaceSprite.bitmap = this._outFaceContent;
}

/**
 * 绘制渐变色窗口
 */
Window_Message.prototype.refreshDimmerBitmap = function () {
  if (this._dimmerSprite) {
    const isUseDialogTransform = (this._lockPositionToEvent === undefined) && (!this._auto);// 使用事件定位则不启用对话框的坐标逻辑
    const isShowNameBox = this._nameWindow && this._nameWindow.visible;
    const bitmap = this._dimmerSprite.bitmap;

    // size & position
    const width = isUseDialogTransform ? Graphics.width : this.width;
    const height = isShowNameBox ? this.height + this._nameWindow.height - this._nameWindow.standardPadding() : this.height;
    const dimmerOffsetX = isUseDialogTransform ? -Window_Base._faceWidth : 0;
    const dimmerOffsetY = isShowNameBox ? - this._nameWindow.height + this._nameWindow.standardPadding() : 0;

    // padding & color
    const padding = this.padding;
    const color1 = this.dimColor1();
    const color2 = this.dimColor2();

    bitmap.resize(width, height);
    if (width >= Graphics.boxWidth){
      bitmap.gradientFillRect(0, padding/2, width, padding/2, color2, color1, true);
      bitmap.fillRect(0, padding, width, height - padding * 2, color1);
      bitmap.gradientFillRect(0, height - padding, width, padding/2, color1, color2, true);
    }else{
      const color3 = this.dimColor3();
      const padding2 = 4;
      bitmap.fillRect(padding / 2, padding / 2, width - padding, height - padding, color3);
      bitmap.fillRect(padding / 2 - padding2, padding / 2 - padding2, width - padding + padding2 * 2, height - padding + padding2 * 2, color3);
    }

    this._dimmerSprite.setFrame(0, 0, width, height);
    this.setDimmerPosition(dimmerOffsetX, dimmerOffsetY)
  }
};


Window_Message.prototype.setDimmerPosition = function (x = 0, y = 0) {
  this._dimmerSprite.x = x;// 相对于message窗口原坐标的X偏移量
  this._dimmerSprite.y = y;// 相对于message窗口原坐标的Y偏移量
}

Window_Message.prototype.updateBackground = function () {
  this._background = $gameMessage.background();
  this.setBackgroundType(this._background);
};

Window_Message.prototype.numVisibleRows = function () {
  return $gameSystem.messageRows();
};

Window_Message.prototype.windowWidth = function () {
  // 修正名字框比内容宽时的对话框大小
  if (this._nameWindow) {
    return Math.max($gameSystem.messageWidth(), this._nameWindow.windowWidth() - this.padding * 2);
  }
  return $gameSystem.messageWidth();
};

Window_Message.prototype.wordwrapWidth = function () {
  if (Yanfly.Param.MSGTightWrap && $gameMessage.faceName() !== '') {
    return this.contents.width - this.newLineX();
  }
  return Window_Base.prototype.wordwrapWidth.call(this);
};

const oldUpdate = Window_Message.prototype.update;
Window_Message.prototype.update = function () {
  oldUpdate.call(this)
  this._refreshFaceContents();
}

Window_Message.prototype._refreshFaceContents = function () {

  let x = this._outFaceX;

  if (this._outFaceReverse) {
    this._outFaceSprite.scale.x = -1;
    x = x + this._outFaceSprite.width;
  } else {
    this._outFaceSprite.scale.x = 1;
  }

  let y = this.height - this._outFaceContent.height

  if (this.isUsePictureWindowSkin()) { y += this._pictureSkinOffsetY }

  this._outFaceSprite.move(x, y)
}

Window_Message.prototype.adjustWindowSettings = function () {
  this.width = this.windowWidth();
  this.height = Math.min(this.windowHeight(), Graphics.boxHeight);
  if (Math.abs(Graphics.boxHeight - this.height) < this.lineHeight()) {
    this.height = Graphics.boxHeight;
  }
  this.createContents();
  this.x = (Graphics.boxWidth - this.width) / 2;
};

Yanfly.Message.Window_Message_startMessage =
  Window_Message.prototype.startMessage;
Window_Message.prototype.startMessage = function () {
  this._nameWindow.deactivate();
  Yanfly.Message.Window_Message_startMessage.call(this);
};

Yanfly.Message.Window_Message_terminateMessage =
  Window_Message.prototype.terminateMessage;
Window_Message.prototype.terminateMessage = function () {
  this._nameWindow.deactivate();
  Yanfly.Message.Window_Message_terminateMessage.call(this);
};

Yanfly.Message.Window_Message_newPage =
  Window_Message.prototype.newPage;
Window_Message.prototype.newPage = function (textState) {
  this.adjustWindowSettings();
  this.refresh();
  Yanfly.Message.Window_Message_newPage.call(this, textState);
};

Window_Message.prototype.standardFontFace = function () {
  return $gameSystem.getMessageFontName();
};

Window_Message.prototype.standardFontSize = function () {
  return $gameSystem.getMessageFontSize();
};

Window_Message.prototype.newLineX = function () {
  if ($gameMessage.faceName() === '') {
    return 0;
  } else {
    return eval(Yanfly.Param.MSGFaceIndent);
  }
};

Window_Message.prototype.isFastForward = function () {
  if (!$gameSystem.isFastFowardEnabled()) return false;
  return Input.isPressed(Yanfly.Param.MSGFastForwardKey);
};

Yanfly.Message.Window_Message_updateInput =
  Window_Message.prototype.updateInput;
Window_Message.prototype.updateInput = function () {
  if (this.pause && this.isFastForward()) {
    if (!this._textState) {
      this.pause = false;
      this.terminateMessage();
    }
  }
  return Yanfly.Message.Window_Message_updateInput.call(this);
};

Yanfly.Message.Window_Message_updateShowFast =
  Window_Message.prototype.updateShowFast;
Window_Message.prototype.updateShowFast = function () {
  if (this.isFastForward()) this._showFast = true;
  Yanfly.Message.Window_Message_updateShowFast.call(this);
};

Yanfly.Message.Window_Message_updateWait =
  Window_Message.prototype.updateWait;
Window_Message.prototype.updateWait = function () {
  if (this.isFastForward()) return false;
  return Yanfly.Message.Window_Message_updateWait.call(this);
};

Yanfly.Message.Window_Message_startWait =
  Window_Message.prototype.startWait;
Window_Message.prototype.startWait = function (count) {
  if (this._checkWordWrapMode) return;
  Yanfly.Message.Window_Message_startWait.call(this, count);
  if (this.isFastForward()) this._waitCount = 0;
};

Yanfly.Message.Window_Message_startPause =
  Window_Message.prototype.startPause;
Window_Message.prototype.startPause = function () {
  if (this._checkWordWrapMode) return;
  Yanfly.Message.Window_Message_startPause.call(this);
};

Window_Message.prototype.convertEscapeCharacters = function (text) {
  text = Window_Base.prototype.convertEscapeCharacters.call(this, text);
  text = this.convertNameBox(text);
  text = this.convertMessageCharacters(text);
  text = this.convertFaceControlSymbol(text);
  return text;
};

Window_Message.prototype.convertFaceControlSymbol = function (text) {
  if (text.match(/\$\{fR\}/g)) {
    this._outFaceX = this.width;
    this._outFaceReverse = false;
    text = text.replace(/\$\{fR\}/g, '')
  } else if (text.match(/\$\{fRR\}/g)) {
    this._outFaceX = this.width;
    this._outFaceReverse = true;
    text = text.replace(/\$\{fRR\}/g, '')
  } else if (text.match(/\$\{fLR\}/g)) {
    this._outFaceX = - Window_Base._faceWidth;
    this._outFaceReverse = true;
    text = text.replace(/\$\{fLR\}/g, '')
  } else {
    this._outFaceX = - Window_Base._faceWidth;
    this._outFaceReverse = false;
  }

  return text;
}

Window_Message.prototype.convertNameBox = function (text) {
  text = text.replace(/\x1bN\<(.*?)\>/gi, function () {
    return Yanfly.nameWindow.refresh(arguments[1], 1);
  }, this);
  text = text.replace(/\x1bN1\<(.*?)\>/gi, function () {
    return Yanfly.nameWindow.refresh(arguments[1], 1);
  }, this);
  text = text.replace(/\x1bN2\<(.*?)\>/gi, function () {
    return Yanfly.nameWindow.refresh(arguments[1], 2);
  }, this);
  text = text.replace(/\x1bN3\<(.*?)\>/gi, function () {
    return Yanfly.nameWindow.refresh(arguments[1], 3);
  }, this);
  text = text.replace(/\x1bNC\<(.*?)\>/gi, function () {
    return Yanfly.nameWindow.refresh(arguments[1], 3);
  }, this);
  text = text.replace(/\x1bN4\<(.*?)\>/gi, function () {
    return Yanfly.nameWindow.refresh(arguments[1], 4);
  }, this);
  text = text.replace(/\x1bN5\<(.*?)\>/gi, function () {
    return Yanfly.nameWindow.refresh(arguments[1], 5);
  }, this);
  text = text.replace(/\x1bNR\<(.*?)\>/gi, function () {
    return Yanfly.nameWindow.refresh(arguments[1], 5);
  }, this);
  return text;
};

Window_Message.prototype.convertMessageCharacters = function (text) {
  text = text.replace(/\x1bAF\[(\d+)\]/gi, function () {
    var i = parseInt(arguments[1]);
    return this.convertActorFace($gameActors.actor(i));
  }.bind(this));
  text = text.replace(/\x1bPF\[(\d+)\]/gi, function () {
    var i = parseInt(arguments[1]);
    return this.convertActorFace($gameParty.members()[i - 1]);
  }.bind(this));
  return text;
};

Window_Message.prototype.convertActorFace = function (actor) {
  $gameMessage.setFaceImage(actor.faceName(), actor.faceIndex());
  return '';
};

Yanfly.Message.Window_Message_processEscapeCharacter =
  Window_Message.prototype.processEscapeCharacter;
Window_Message.prototype.processEscapeCharacter = function (code, textState) {
  switch (code) {
    case '!':
      if (!this.isFastForward()) this.startPause();
      break;
    case 'W':
      this.startWait(this.obtainEscapeParam(textState));
    default:
      Yanfly.Message.Window_Message_processEscapeCharacter.call(this,
        code, textState);
      break;
  }
};

if (Yanfly.Param.MSGNameBoxClose) {

  Yanfly.Message.Window_Message_doesContinue =
    Window_Message.prototype.doesContinue;
  Window_Message.prototype.doesContinue = function () {
    var value = Yanfly.Message.Window_Message_doesContinue.call(this);
    if (!value) return false;
    if (this.hasDifferentNameBoxText()) {
      return false;
    }
    return true;
  };

  Window_Message.prototype.hasDifferentNameBoxText = function () {
    var texts = $gameMessage._texts;
    var length = texts.length;
    var open = this._nameWindow.isOpen();
    for (var i = 0; i < length; ++i) {
      var text = texts[i];
      if (text.length <= 0) continue;
      if (Yanfly.MsgMacro) {
        text = this.convertMacroText(text);
        text = text.replace(/\x1b/gi, '\\');
      }
      if (text.match(/\\(?:N|N1|N2|N3|N4|N5|NC|NR)<(.*)>/i)) {
        var name = String(RegExp.$1);
      } else if (text.match(/\\(?:ND|ND1|ND2|ND3|ND4|ND5|NDC|NDR)<(.*)>/i)) {
        var name = String(RegExp.$1);
      } else if (text.match(/\\(?:NT|NT1|NT2|NT3|NT4|NT5|NTC|NTR)<(.*)>/i)) {
        var name = String(RegExp.$1);
      }
      if (name) {
        name = name.replace(/\\V\[(\d+)\]/gi, function () {
          return $gameVariables.value(parseInt(arguments[1]));
        }.bind(this));
        name = name.replace(/\\V\[(\d+)\]/gi, function () {
          return $gameVariables.value(parseInt(arguments[1]));
        }.bind(this));
        name = name.replace(/\\N\[(\d+)\]/gi, function () {
          return this.actorName(parseInt(arguments[1]));
        }.bind(this));
        name = name.replace(/\\P\[(\d+)\]/gi, function () {
          return this.partyMemberName(parseInt(arguments[1]));
        }.bind(this));
        name = name.replace(/\\/gi, '\x1b');
      }
      if (name && !open) return true;
      if (name && name !== this._nameWindow._lastNameText) {
        return true;
      }
    }
    if (open && !name) return true;
    return false;
  };

} // Yanfly.Param.MSGNameBoxClose

//=============================================================================
// End of File
//=============================================================================
